Kassoon

Kalke

Small fiend, neutral evil
Armor Class 14 (natural armor)
Hit Points 9 (2d6+2)9 ([2d6+2])
Speed 30 ft., climb 30 ft.
STR
8 (-1)
DEX
17 (+3)
CON
12 (+1)
INT
13 (+1)
WIS
7 (-2)
CHA
13 (+1)

Saving Throws
Skills Perception +0, Stealth +5 Perception [+0], Stealth [+5]
Damage Vulnerabilities
Damage Resistances -
Damage Immunities
Condition Immunities
Senses darkvision 120 ft., passive Perception 10darkvision 120 ft., passive Perception 10
Languages Abyssal, Common, Infernal
Challenge 1/4 (50 XP)

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Extinguish Flames. Kalkes can extinguish candles, lamps, lanterns and low-burning campfires within 120 feet as a bonus action.

Detect Spellcasting. Kalkes can sense spellcasting in a 5-mile radius, as long as the effect is not innate.

Magic Resistance. Kalkes have advantage on saving throws against spells and magical effects.

[b]Extinguish Flames.[/b] Kalkes can extinguish candles, lamps, lanterns and low-burning campfires within 120 feet as a bonus action.

[b]Detect Spellcasting.[/b] Kalkes can sense spellcasting in a 5-mile radius, as long as the effect is not innate.

[b]Magic Resistance.[/b] Kalkes have advantage on saving throws against spells and magical effects.

Actions

Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage.

[b]Dagger.[/b] Melee Weapon Attack: [+5] to hit, reach 5 ft., one target. Hit: 5 ([1d4+3]) piercing damage.

Legendary Actions

 

Details

Combining the head of a goat and the body of a monkey makes the creature odd enough; combining the social grace of a baboon with pretensions of a scholar makes it more comical than threatening.

Fiendish pests that infest derelict wizards‘ towers and laboratories, the kalkes are either the by-product of botched gates into the lower realms or the personification of an evil deity’s contempt for wizards. All kalkes act with the arrogance of magi while having the social characteristics of baboons. Being of fiendish blood, kalkes do not age and require neither food nor drink. Though lacking any formal spellcasting ability, all kalkes can produce magical effects through the dramatic mumming of largely spontaneous and unstudied rituals.

Hoard Magical Paraphernalia. The drive to produce ever more fanciful rituals gives a kalke the compulsion to accumulate spell components, magical foci, and other occult paraphernalia. Although these objects serve no purpose, the kalkes seek out spellcasters in their vicinity and steal any paraphernalia they can find. Because they have no ability to distinguish what’s magically useful from what isn’t, they grab any jewelry, pouches, sticks, or ornate objects they uncover.

Sometimes children, animals, or other small humanoids are taken to be used as sacrifices, if they can be easily carried away.

Perform Rituals. Troops of kalkes inhabit trees, caverns, and ruins around sites of significant magical activity. Twice a month, or more during major astrological and seasonal events, the kalkes gather to perform-by way of dance, chant, and sacrifice-an imagined rite of great magic. The effort has an equal chance of achieving nothing whatsoever, causing dangerous but short-lived misfortunes (snakes raining on the countryside, creatures summoned from the lower planes), or triggering calamities (great fires or floods).

An additional side effect of these rituals is that the troop may gain or lose members magically. If the troop numbers less than 13, a new kalke appears as if from nowhere; if it contains 13 or more members, then 3d4 of them find themselves mysteriously gated to the nearest location of magical activity-often hundreds of miles away. Those teleported arrive in a state of hysteria, with individuals extinguishing flames, grabbing frippery, and running in all directions. Because kalkes have no control over their displacement, it’s not surprising to find them in abandoned dungeons or keeps, clutching the property of some long-lost wizard.

Hagglers. The kalkes will return the goods they’ve taken, in exchange for a ransom or fee. These exchanges need to have the outward appearance of being impressively in the kalke’s favor.

A particularly generous (or devious) spellcaster may be able to reach an accommodation with a persistent local troop of kalkes.
Combining the head of a goat and the body of a monkey makes the creature odd enough; combining the social grace of a baboon with pretensions of a scholar makes it more comical than threatening.

Fiendish pests that infest derelict wizards‘ towers and laboratories, the kalkes are either the by-product of botched gates into the lower realms or the personification of an evil deity’s contempt for wizards. All kalkes act with the arrogance of magi while having the social characteristics of baboons. Being of fiendish blood, kalkes do not age and require neither food nor drink. Though lacking any formal spellcasting ability, all kalkes can produce magical effects through the dramatic mumming of largely spontaneous and unstudied rituals.

Hoard Magical Paraphernalia. The drive to produce ever more fanciful rituals gives a kalke the compulsion to accumulate spell components, magical foci, and other occult paraphernalia. Although these objects serve no purpose, the kalkes seek out spellcasters in their vicinity and steal any paraphernalia they can find. Because they have no ability to distinguish what’s magically useful from what isn’t, they grab any jewelry, pouches, sticks, or ornate objects they uncover.

Sometimes children, animals, or other small humanoids are taken to be used as sacrifices, if they can be easily carried away.

Perform Rituals. Troops of kalkes inhabit trees, caverns, and ruins around sites of significant magical activity. Twice a month, or more during major astrological and seasonal events, the kalkes gather to perform-by way of dance, chant, and sacrifice-an imagined rite of great magic. The effort has an equal chance of achieving nothing whatsoever, causing dangerous but short-lived misfortunes (snakes raining on the countryside, creatures summoned from the lower planes), or triggering calamities (great fires or floods).

An additional side effect of these rituals is that the troop may gain or lose members magically. If the troop numbers less than 13, a new kalke appears as if from nowhere; if it contains 13 or more members, then [3d4] of them find themselves mysteriously gated to the nearest location of magical activity-often hundreds of miles away. Those teleported arrive in a state of hysteria, with individuals extinguishing flames, grabbing frippery, and running in all directions. Because kalkes have no control over their displacement, it’s not surprising to find them in abandoned dungeons or keeps, clutching the property of some long-lost wizard.

Hagglers. The kalkes will return the goods they’ve taken, in exchange for a ransom or fee. These exchanges need to have the outward appearance of being impressively in the kalke’s favor.

A particularly generous (or devious) spellcaster may be able to reach an accommodation with a persistent local troop of kalkes.
 
Source Tome of Beasts p. 259
 
Environments
 
Tactics
 
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Monster Statistics by Challenge Rating

CRProf. BonusACHPAttack BonusDamage / RoundSave DC
0+2<131-6<+30-1<13
1/8+2137-35+32-313
l/4+21336-49+34-513
1/2+21350-70+36-813
1+21371-85+39-1413
2+21386-100+315-2013
3+213101-115+421-2613
4+214116-130+527-3214
5+315131-145+633-3815
6+315146-160+639-4415
7+315161-175+645-5015
8+316176-190+751-5616
9+416191-205+757-6216
10+417206-220+763-6816
11+417221-235+869-7417
12+417236-250+875-8017
13+518251-265+881-8618
14+518266-280+887-9218
15+518281-295+893-9818
16+518296-310+999-10418
17+619311-325+10105-11019
18+619326-340+10lll-11619
19+619341-355+10117-12219
20+619356-400+10123-14019
21+719401-445+11141-15820
22+719446-490+11159-17620
23+719491-535+11177-19420
24+719536-580+12195-21221
25+819581-625+12213-23021
26+819626-670+12231-24821
27+819671-715+13249-26622
28+819716-760+13267-28422
29+919761-805+13285-30222
30+919806-850+14303-32023

Damage Severity by Level

LevelSetbackDangerousDeadly
1-41d102d104d10
5-102d104d1010d10
11-164d1010d1018d10
17-2010d1018d1024d10

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